Deacon_NA

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  1. I don't think I've ever crossed paths with Scarlett, but the note in the OP struck a chord. As odd as it may sound, I look forward to the day I can write the same message. Though this isn't a game that has an ending where you "win", I dare say, you won the game...

    Bonne chance.
  2. My pessimism had been growing over the last week or so, sinking to a nadir this morning when my local paper's film critic (who I trust) gave it 1.5 out of 4. I'm happy to say that pessimism was unwarrented; it was a fine movie closer on par to the first 2 than the turd third. I really liked Garfield and Stone was a quantum leap improvement over whatsername (not even going to bother googling).

    I also agree with the sentiment that Sheen and Field were too big for their roles. I could only think, "How cool is it to be raised by Captain Willard and Norma Rae??" (Yes I'm stuck in 1979).
  3. Here's a KM/EA Brute I'm leveling sloooowwwly.

    If I cared more about him, I'd readdress the build to take Repulsing Torrent, probably in lieu of Taunt. I'd slot RT with the summer event kb2kd IO, up to 5 pieces of the set.

    Anyway, not saying this is a great budget build or anything, but it's something you can start with.

    Villain Plan by Mids' Villain Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    KMEA: Level 50 Science Brute
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Energy Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(39)
    Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx/Rchg(34)
    Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(39)
    Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx/Rchg(34)
    Level 6: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(7), AdjTgt-Rchg(17), AdjTgt-EndRdx/Rchg(40)
    Level 8: Quick Strike -- BrutesF-Acc/Dmg(A), BrutesF-Dmg/Rchg(9), BrutesF-Acc/Dmg/Rchg(9), BrutesF-Rchg/Fury(15), BrutesF-Acc/Dmg/EndRdx/Rchg(17)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Dampening Field -- S'fstPrt-ResDam/Def+(A)
    Level 14: Boxing -- Empty(A)
    Level 16: Combat Jumping -- Ksmt-ToHit+(A)
    Level 18: Burst -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), C'ngBlow-Acc/Dmg(21), C'ngBlow-Dmg/EndRdx(25), C'ngBlow-Dmg/Rchg(46)
    Level 20: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(46)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(23), Aegis-EndRdx/Rchg(23), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(45)
    Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(36), RedFtn-Def(36), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(46)
    Level 26: Focused Burst -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Hold%(40), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
    Level 28: Energy Drain -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(29), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(43)
    Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(37), Mocking-Rchg(43)
    Level 32: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(39)
    Level 35: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(48), Dct'dW-Heal(50), Dct'dW-Heal/EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50)
    Level 38: Overload -- LkGmblr-Rchg+(A)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 47: Energy Protection -- ResDam-I(A)
    Level 49: Super Jump -- Winter-ResSlow(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- ULeap-Stlth(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 4: Ninja Run
    ------------



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  4. Yes it works in Assault Bot, beautifully.

    Slot it. Slot it now.
  5. I think the right man to play Luke Cage is the man who took his stage name after the character. Yeah that's right, Nicholas Cage. I don't care about the physical dissimilarities, work that out in post production.

    Speaking of "next" for Marvel - Big Hero 6:

    http://spinoff.comicbookresources.co...d-marvel-film/

    I've never even heard of them. A spin off of Alpha Flight? That fills me with the opposite of optimism.
  6. Though I appreciate the explanation of the mechanics of powers from powersets I've taken to 50 several times across the 2 ATs, it doesn't change the fact that I never said Cinders was better. Bottom line - both are aoe holds with a 240 second timer. Every control set gets this, all of them. How they do it varies - ranged aoe, pbaoe, patch, but the recharge stats are all the same. I'll say again that I never stated "Fire control is now better than Earth control"? Please note the use of the word "contend". "Germany contended for the 2012 Euro Cup" does not mean they won. Likewise, that Fire now contends for the top spot does not mean it is the best.

    Now... it's your turn to explain how VG is better than Cinders, even though that was never a point of contention.
  7. Quote:
    Originally Posted by Local_Man View Post
    Sorry, but Volcanic Gasses is much, much better than Cinders. I would still give the edge to Earth for Control, but I am very much looking forward to trying out this proc in Bonfire. I just need to find more slots for Bonfire now.
    I reread my post and didn't see where I stated that Cinders was better than VG. What I did say is that Fire now has everything Earth has for hard control (aoe stun on 90 second timer, kd patch that recharges faster for Fire, aoe hold on 240 second timer). Fact, not opinion. I also didn't state that Fire had surpassed Earth in general for control, rather that it contends for the top. That part is an opinion, one that has merit.
  8. At the risk of sounding hyperbolic, it seems like this proc in Bonfire transforms Fire into contending for THE top control set. With this proc, Fire gets Earthquake with high damage and better recharge. So now Fire has everything Earth has, at least for hard control, just with more damage.

    The irony is that Fire trollers will have to learn to stop spamming Fire Cages to take best advantage of the kd patch. Ironic because it's always been Fire trollers negating kd patches for my ice and earth trollers/doms.
  9. I threw the proc in Assault Bot as soon as I found someone willing to trade me one. It's awesome. I'm used to watching half (well, 40% actually) of the mobs fly fly away to start a fight with swarm missles, now that's not the case.

    Truth be told, I never even noticed the prot bots had a kb power but it stands out now because there's no longer a sea of bodies flying around. Their periodic kb is now qutie noticable and I'm ok with that. Slot this in your assbot asap!
  10. I've got a number of Corruptors with Fire Blast, in fact 3 of them are among my "A list" of 50s that I play frequently. Not that it matters, but their secondaries are /kin, /cold and /time. Maybe one day I'll get around to building up old school /dark and /rad fire corrs as well, but for now those are "B list".

    But the purpose of this post isn't to inventory my fire corrs. Rather I want to figure out if the snipe change makes Blazing Bolt not just viable, but worth changing a build to include in an attack chain.

    First thing, and I did look around in various threads but didn't see this answered, when you meet the conditions to insta-snipe, does that mean the activation time gets to subtract out the interrupt? So BB would activate in 4.67-3 = 1.67 seconds? Seems like that's where the answer ultimately lies. DPA without interrupt makes it the 2nd highest ST DPA attack, with the interrupt it's the lowest.

    Now I've never really paid much attention to the number crunching of ideal attack chains, certainly not for buff/debuff sets where not only can you fill in gaps in the attack chain with something from the secondary, it's entirely possible it's preferable to do something buffy/debuffy rather than blast.

    So I set up a simulation of an attack chain of Blaze > Fire Blast > Blazing Bolt > Fire Blast using these assumptions: the blasts all have 60% recharge slotted and global of 185% (including Hasten). I noticed small, .5 second gaps appearing around the third iteration of Fire Blast and the second BB. I'm comfortable with that, given that there would invariably be something from the secondary to do during that time.

    Perhaps this is a long-winded way of just asking the fire Corr community if the snipe change has inspired you to replace something in your chain. I won't be looking to take the snipe in addition to existing fire blasts, but to take the place of either Fire Blast or Flares.
  11. One more thing to think about, and this is really fine tuning, nothing of real consequence.

    For Time, I always 4-slot Dark Watchers in TJ, as in the build above. I like one of them to be the -rch proc. The effect of additional -rch is exponential and worth stacking when you can.

    Distortion Field has a -50% recharge debuff. That means an enemy npc attack that takes 5 seconds to recharge will now take 5/(1-.5) = 10 seconds to recharge. Add in another .25 debuff and that shoots up to 20 seconds. If I were to have one extra slot for a Timer that I just absolutely had no idea what to do with, I'd also throw in a Pacing of the Turtle -rch proc into TJ too. If both those procs were to hit, after the alpha you could go make a sandwich and enemies would still only be looking at you mean while moving around verrrry slowwwwwly by the time you added the mustard. Yes it would be overkill for even cons since the -rch max is .75, but still useful against higher levels.

    Oh yeah, almost forgot about the Basilisks -rch proc too. Distortion Field is autohit, so slotting that proc over say, acc/rch would provide a chance to hit more mobs and/or max out the effect.

    Again, very minor, just food for thought.
  12. Some quick observations:

    - Your Hasten is perma with 2 level 50 IOs. This gives you a freebie slot
    - Soulbound Allegiance bonuses are bogus beyond the 3rd slot. The 4th slot is +dmg and you don't have any attacks. The 5th slot is hold resist. So for the Assault Bot I would suggest to take out 2 of the purples and add in the new kb to kd proc, maybe also include the Overwhelming Force acc/dmg to get the Regen bonus.
    - In Slowed Response, you selected Undermined Defenses. If you're chasing aoe defense, I might suggest Shield Breaker to get some accuracy in there, while maintaining the 2.5% aoe with only 4 slots. While your accuracy bonuses are good enough to have the chance tohit exceed 95% against +3s, it's by a fairly thin margin, so a tohit debuff would have a noticable effect.
    - With the free slot from Hasten, I think I'd add a 6th to Drones, move the Edict IO to this slot and put an acc/dmg HO into prot bots, just to make them more damaging.
    - This is a personal preference and you may not like it, but I'm so not a fan of 6 slotting slows. I personally would want to move all those slots to Scorp Shield, which is a fairly big source of end consumption with no endo slotting. I'm assuming you were chasing the ranged def bonus from Tempered Readiness. Moving all those slots to Scorp Shield and using Red Fortune ups that ranged bonus a tad. This is at a cost of a net loss of 6.25% recharge (7.5% from lotg + 3.75% TR - 5% RF). While that's a bummer, on a very high recharge build, it's not so noticable. If you value the recharge over the ranged def you can go 5 RF + LOTG.

    I've attached the build with these modifications, except in Assault Bot I wasn't able to actually slot Overwhelming Force, so put in a couple of stand-ins.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    CYBER Bots Time 2: Level 50 Science Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Time Manipulation
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Presence
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Battle Drones -- EdctM'r-Acc/Dmg(A), SCotMastermind-Acc/Dmg/EndRdx/Rchg(3), SCotMastermind-Dmg/EndRdx/Rchg(3), SCotMastermind-Dmg/EndRdx(5), SCotMastermind-Acc/Dmg(5), EdctM'r-PetDef(40)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/EndRdx(36)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-ToHitDeb/Rchg(34)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Fly -- Zephyr-ResKB(A)
    Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(39), Zephyr-Travel(39)
    Level 12: Protector Bots -- DefBuff-I(A), DefBuff-I(13), HO:Nucle(13), SCotMastermind-Rchg/PetAoEDef(15), HO:Nucle(15), SvgnRt-PetResDam(17)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(19)
    Level 16: Distortion Field -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), Lock-%Hold(23), UbrkCons-Dam%(23)
    Level 18: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit(25), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31)
    Level 20: Time Stop -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(33), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(34)
    Level 22: Provoke -- Mocking-Rchg(A), Mocking-Taunt/Rng(40), Mocking-Acc/Rchg(40), Mocking-Taunt/Rchg/Rng(42), Mocking-Taunt/Rchg(42), Mocking-Taunt(42)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 26: Assault Bot -- S'bndAl-Dmg(A), S'bndAl-Build%(27), S'bndAl-Acc/Dmg/Rchg(27), ExStrk-Dam%(29), BldM'dt-Acc/Dmg(29)
    Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Cyto(37), HO:Cyto(37), HO:Cyto(37)
    Level 30: Temporal Selection -- Numna-Heal/Rchg(A)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 38: Chrono Shift -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(43), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-EndMod/Rchg(46), Efficacy-EndMod(48)
    Level 41: Power Boost -- RechRdx-I(A)
    Level 44: Slowed Response -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/Rchg(45), ShldBrk-%Dam(45), ShldBrk-DefDeb/EndRdx/Rchg(45), Achilles-ResDeb%(46), LdyGrey-%Dam(46)
    Level 47: Afterburner -- LkGmblr-Rchg+(A)
    Level 49: Assault -- EndRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Acc(7), P'Shift-EndMod/Rchg(9)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------



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  13. Quote:
    Originally Posted by Psygon_NA View Post
    How about in the thugs enforcer ? will it change his hand clap to knock down ?
    Bruiser's Hand Clap has been knock down for years now.
  14. Deacon_NA

    Bot/poison help

    You'll be perfectly fine with the alpha arc. Like I said before, bots/poison will pwn EBs, including Trapdoor. Once your build is mature enough, you can even up those to AVs.
  15. Deacon_NA

    HAMI Taunt

    Just curious, has the /MA tank shown this consistently over different raids? If it was just a one time thing I'm going to speculate there may have been a brute on the yellow assault team that had taunt aura on while in the goo. Of course yellows are on the periphery of the goo and taunt auras shouldn't effect Hami but they may have brushed up against him. Said Brute/Scrapper may have even gotten a couple of hits on Hami, even unintentionally while cycling through targets. I don't think Hami will shift aggro based on who's attacking a mito, so my money is on someone affecting him. That is, if you're taunting and keeping your threat level up, I don't think someone attacking a mito is going to generate threat from Hami. I may be wrong, I'm not a Hamiologist.

    All I know is, on the Justice raids I attend, I'm able to blast away in complete safety, to that I thank you tanks!
  16. Deacon_NA

    Bot/poison help

    Just telling it like I see it, but I don't see /Poison as being able to support 0/8. You can increase the first number, for mob level, but it's not an aoe debuff set, even with recent changes for aoe, and the single target heal isn't going to be strong enough to keep up with damage. Spamming Provoke won't be enough to hold enough mobs' attention to keep Bots safe from a large spawn.

    The only aoe debuff Poison can consistently keep on a big spawn is the one you didn't take, Neurotoxic Breath.

    I've never taken Intimidate, because I've found there to be a consensus among the players that have takent it - it's a cruddy power.

    I do advise planning your build to the end state. This so you can have a better idea of what you need to meet build goals instead of just grabbing all the melee pool powers for kin combats. CJ + Weave + Maneuvers (replacing Stealth) + Scorpion Shield + Steadfast IO + ProtBot shield will take you to s/l soft-cap, no kin combat mules needed.

    I'm not trying to be all Mr Bummer Summer, just trying to set expectations. You certainly can level this combo 1-50, it absolutely crushes EBs, so you can do any mission assigned. I happen to have leveled a bots/poison to 50. I just don't think it will meet the stated goal of soloing 0/8.
  17. To see suppressed values in Mids: Options> Configuration> Effects and Maths > then click one of the check boxes on the right, I always choose "Damaged".

    Incarnate mobs have a base to-hit of 64%, not 50.
  18. I have a /dev blaster I haven't played in about 3 years, but this topic inspired me to log on to see what struck me as improbable. So with only CD on (no SS), I just ran around a mission spamming SG. No aggro.

    Now, I'm not doubting that this happened, I'm going to speculate though, that you were too close and were probably going to get noticed anyway. A debuff proc will get you noticed too, but that certainly isn't the OP's issue.
  19. 1) Dom secondaries seem to follow a formula consistenty, at least for aoes: 1 pbaoe, 1 cone. /Earth may be a special case where the pbaoe is a dmg aura, and has a targeted aoe rather than a cone. /Energy, as I'm sure you know, doesn't have the cone or any ranged aoe. Psi used to be king of aoe, but psi shockwave was "normalized" and isn't the monster it used to be. So, the answer for damage, like for basically any powerset in this game, is probably /Fire. Since you seem to want to stay at range, that rules out Combustion, and your fire aoe is Fire Breath. There's also Embrace of Fire, which boosts Fire attacks and leads us to...

    2) Rain of Fire and Fireball from Fire Mastery pool. There's not much more to say to answer this question.

    3) Any dom can play from range. Some will be more effective in melee (Ice/, Fire/, /Earth for example) but you can always choose to not focus on the melee powers in those sets.
  20. This was in the OP

    Quote:
    I have tried a bots\traps twice all the way to 50 with some luck but never quite got the results I wanted.
  21. Given that the Assault Bot can keep his -regen going (Time's weakness, relative to AV/GMs) then sure, I don't why it wouldn't be "all that and a bag of chips"
  22. Deacon_NA

    Nature on MM's

    I specifically mentioned the effective date of those numbers. I suppose I should have stated the obvious that they were subject to change.
  23. Deacon_NA

    Nature on MM's

    I'll mention endurance and recharge with notes. All numbers are from the creation screen as of June 23.

    Corrosive Enzymes - Single target -def/-res power (15% each). 10.66 end. 16.00 rch

    Regrowth - Cone heal (45 degree arc). 16.9 end, 10.00 rch. Also 3.1 activation

    Wild Growth - AOE Resist (11.25) + Regen (100%) for 90 seconds. 19.5 end, 3:45 recharge, so perma-able.

    Spore Cloud - AOE toggle (11.25 -tohit, 16.88 -dmg, .75 -regen). .65 end/sec (yikes!)

    Livegiving Spores - Another .65 end/sec toggle. The description says it's a location toggle. 20 second recharge. What do it do? Get ready for this: 20,000 ticks of 2 hp over 27:46:00. I'll let someone else do the math. Actually I just did the math, looks like a tick every 5 seconds. Also 1% endurance.

    Wild Bastion - Here's that wacky absorption power. It lasts a minute and recharges in 4. So think in terms of perma-PA recharge in order to make this perma. It says 25% absorption to target. Hopefully that's the caster's hp and not the recipient. At least for MMs, I'm sure Tankers and Brutes would disagree. 16.25 end.

    Rebirth - rez OR big heal. Nifty. 32.5 end, 3 minute rch.

    Entangling Aura - Think Choking Cloud. I don't think it's just similar to CC, I think it is CC, just with freaky plant effects. 1.04 end/sec.

    Overgrowth - aoe 7.5 +tohit, 49.5 +dmg (sweet!) "50% strength to endurance cost" (Conserve Power-ish???). The visual effect has to be seen to be believed, I won't even bother trying to describe it. Buff lasts for 1 minute, recharges in 4:15, end cost of 32.5. Would need a bit more than perma-PA recharge to perma this.

    So, at first glance, the "what you get" looks pretty cool, everything looks helpful to a MM, imo. But at what cost? Living Spores + Spore Cloud + EA = 2.39 end/sec. Yowza! I mean really. Yowza! Living Spores will give that back though, I think I read it's a net 0 for endurance. Overgrowth would help too, though it's looong road to get there.

    My first thought is that this looks like a great secondary for Beasts, not just for obvious thematic reasons. They like to melee and have regen and resists, you do too (if you can make EA work). Living in melee and making a cone heal work sounds interesting, but not unreasonable. We'll see.
  24. I confess I've only given a cursory glance at this snipe change. It's for everyone not just Blasters right? If so, defs and corrs have epic/patron powers that grant +ToHit as well, not the least of which is Focused Accuracy, a toggle. Then there's Soul Drain and Power Buildup, which are on long-ish timers.
  25. I'm just going to answer the question "How to mitigage Psi?" I'm not going to get into "is it worth it", just providing facts for OP.

    Here's the recipe to non-incarnate soft-cap

    Code:
    Apoc	5
    Soulbound	5
    Deva	3.75
    Weave	5.8
    Steadfast	3
    Glad Armor	3
    CJ (with lotg)	2.2
    Man	3.5
    	
    sub-total	31.25
    	
    5 Imper (3 slot)	9.375
    	
    sub-total	40.625
    	
    Barrier	5
    	
    Total	45.625
    Sorry for sloppy formatting. Too lazy to fix.

    Since I don't know what primary, you may not have access to 2 range attacks. Taking out the Devastation and the 5 Imp Armors, you still get to 27.5% def before Barrier. That ain't too bad. Whoops, I guess I'm treading into "worth it" territory.